using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace ScorchedTanks
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        //SpriteFont debugFont;
        InputManager Input = new InputManager();
        SpriteFont myFont;
        Networking globalNetworkObjet;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;
            Content.RootDirectory = "Content";
            globalNetworkObjet = new Networking();

            Components.Add(new GamerServicesComponent(this));
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            myFont = Content.Load<SpriteFont>("Lucida Console");

            SceneManager.scenes.Add(new SceneMenu(graphics, Content, spriteBatch, myFont, globalNetworkObjet));
//            SceneManager.scenes.Add(new SceneBattle(Content));

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            Input.Update(gameTime.ElapsedGameTime.Milliseconds);
            SceneManager.update(gameTime.ElapsedGameTime.Milliseconds, Input);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            graphics.GraphicsDevice.RenderState.DepthBufferEnable = true;
            graphics.GraphicsDevice.RenderState.DepthBufferWriteEnable = true;
            SceneManager.draw(graphics);
            //Matrix view, projection;
            //Vector3 camerapos = new Vector3(0, 0, 0);
            //Vector3 camerafront = new Vector3(0, 0, 10);



            //view = Matrix.CreateLookAt(camerapos, camerapos + camerafront, Vector3.Up);
            //projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 4 / 3, 1, 10000);


            //foreach (ModelMesh mesh in terreno.Meshes)
            //{
            //    foreach (BasicEffect effect in mesh.Effects)
            //    {
            //        effect.View = view;
            //        effect.Projection = projection;
            //        effect.EnableDefaultLighting();

            //        effect.SpecularColor = new Vector3(0.6f, 0.4f, 0.2f);
            //        effect.SpecularPower = 8;
            //    }
            //    mesh.Draw();
            //}

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
